Phoenix Wright CCG card set
Phoenix Wright | |
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Designer | Zaratustra & Pyoko Crew |
Date | September 2007 |
Players | 2+ |
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck Generate MUSHcode | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Ace Attorney |
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Justice For All |
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Trials and Tribulations |
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Apollo Justice |
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Turnabouts in the courtroom.
Special Rules
Each player picks one primary Attorney, plus one secondary Attorney or Aide to start in play with. Cards in these positions cannot be destroyed during play (except by loss of their Jury points, in the secondary person's case).
The Prosecution plays a Person as the Defendant.
Gameplay
The Defendant starts as the Witness, but may be replaced if either player plays another Person card - if this happens, send the former Witness to the discard pile. Players may play Actions and Evidence to improve their case.
When a Person becomes a Witness, they are 'Locked', which means some of their abilities and keywords may not be available. Certain abilities will Unlock a witness.
Jury Points
Each Attorney starts with a number of Jury points, noted in the corner of their cards. The Defendant's Jury points are counted as a bonus for both Attorneys. The objective of each player is to outnumber the opposing Attorney's Jury, which they do by playing Evidence, Arguments and Actions.
Evidence and Argument cards reduce the targeting card's Jury by their corner value. If they leave play, their penalty is eliminated.
Actions may dock Jury points off their user and off their targets. Mark this loss with counters on the targeted cards.
When the combined Evidence and Argument values and Jury-loss counters are equal or greater to the Attorney's Jury plus the Defendant's bonus, that Attorney loses the game.
Example: With Phoenix Wright as the Defense, Winston Payne as the Prosecution and Frank Sahwit as the Defendant, the Defense has to lose 11 Jury points before they'll lose, and the Prosecution has to lose 10 Jury Points before they'll lose.
Evidence and Actions may also be played to try to topple an Aide or the Witness:
- If a secondary Attorney or Aide loses all their Jury points, they are removed from play.
- If a Witness loses all their Jury points, they are considered Unlocked.
Evidence Chaining
You can play Evidence only if it shares a keyword with an Evidence item in play or with the current Witness (depending on Locked status).
Evidence keywords are:
Blood, Fire, Electric, Gun, Sharp, Blunt, Chemical, Valuable, Corporate, Movies, Mystical, Love, Police, Photo, Audio, Video, Document, Personal, Escape, Recipient, Secure
Card List
Action: Remove a Thing or Person in any discard pile from play. This gains the abilities of that card and loses this ability.
If you have this on your deck, instead of drawing a card, you may search for this and put it on your hand.